funderkitty07
June 20th, 2008, 01:31 AM
Hey guys. I'm new to the site and I love what I am seeing so far. There are a lot of creative people and it reminds me of why I got into Pokemon to begin with. I took what must have been a five year hiatus from anything Pokemon related but have gotten back into the whole scene recently. In that time I came up with some ideas of my own.
My idea for a game is Pokemon the Scientist. In this game, you are Professor Oak and you live in a time where Kanto was ruled by an evil dictator and anything related to Pokemon Science such as discovering, capturing training, cloning and battling Pokemon was illegal. I wrote my ideas for this game in the form of a walkthrough. Writing it this way made it easier to express my ideas. I posted an excerpt from the walkthrough below.
Although the first part is mostly introductory stuff, it captures the essence of what this game is about. The next part of the game is much more hands on with a lot of exciting battles. I appreciate any feedback at all, positive or negative and will attempt to answer any of your questions.
Pokemon: The Scientist
Chapter 1: The world I never knew
Select the “new game” option. A new Professor will not greet you with the traditional introduction into the world of Pokemon. Instead, the screen will fade into a cabin onboard a familiar cruise ship. For a few seconds, the cabin remains vacant, giving you enough time to notice two beds, a book shelf, and an old sea map tacked to the wall. Then, the screen will shake as the ship begins to move. Enter a young Pokemon trainer and his longtime mentor.
S.S. Anne:
In the beginning, there were two. Professor Oak, a world-renowned scientist from the region of Kanto and a young boy from Pallet Town who aspired to be the greatest Pokemon trainer of all time. Years later, the two meet again aboard the S.S. Anne cruise ship. The young boy has grown into a remarkable trainer (with an impressive battle resume) who has captured Pokemon all over the world. He meets with Professor Oak to boast of his accomplishments and to catch up on old times. When he asks Professor Oak if he has become what he aspired to be years ago, Oak explains that the greatest of Pokemon trainers understand how it all began. Oak receives a cell phone call and steps outside of the room. The young man pulls a copy of Professor Oak’s memoirs from the bookshelf and begins to read. The screen fades and Pokemon: The Scientist begins now.
Cinnabar Island: first tour and forty years ago
On the blank screen, a voice appears and begins to discuss the wonderful world of Pokemon and Pokemon training. He explains that Pokemon should be studied to better the understanding of our world.
“Turn off the radio Samuel,” a different voice says. “We have a lot to do today.”
You are young Samuel Oak and you are living on Cinnabar Island with your mother some forty years before the discovery of the first 150 Pokemon. You notice right away that the setup of Cinnabar is more extravagant than in previous games. A great number of buildings occupy Cinnabar, with a large Worship Prism in the middle of the island, and a Radio Tower at the north most point of the island. Since this is only your first of many tours to Cinnabar, your only objectives are to visit the Worship Prism and the abandoned radio tower.
Cinnabar Island Worship Prism:
Where the Cinnabar Island gym existed in previous games, an establishment takes its place that is dedicated to worshipping and reciting the “teachings” of Kanto’s ruler, The Caller. As you make your way inside the establishment, its chapel-like setup and speak to the men and women in blue colored cloaks. They will tell you the caller’s story.
The Caller’s Story: After the “Grand War” (a story you will learn about later), a new leader known as “The Caller” declared Kanto to be the only safe haven in the world. He ruled that only 10 species of Pokemon could live with mankind under strict guidelines including: no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon. Those who dared to defy this ruling would be exiled from the Kanto region. To “The Caller”, Pokemon exist only to serve mankind as pets and means for transportation. Those who disobey this ruling are exiled. Of course, you will discover later in the game that “The Caller” permits it okay for him and his protectors and officers to catch, train, evolve and battle Pokemon.
Kanto’s 10 permitted species of Pokemon: Pidgey, Eevee, Meowith, Ekans, Rattata, Pikachu, Spearow, Sandshrew, Magikarp, and Goldeen.
Radio Tower (meet Dr. Fuji): At the north most point Cinnabar lies the abandoned Radio Tower. If you talked to some of townspeople outside the Worship Prism, you’d know that a young scientist lives in that tower. Since he is considered mentally ill, he has never been reported to “The Caller” and was not exiled. Enter the tower and make your way through the cluttered boxes to Dr. Fuji’s desk. After accusing you of being one of “The Caller’s” officers, he realizes that you are just a boy, apologizes, and wastes no time getting into his story.
Dr. Fuji’s story: Fifteen years ago, when Dr. Fuji was a boy your age, he grew up on Cinnabar Island and took classes there, Pokemon science being his favorite subject. But when the “Grand War” ended and “The Caller” became ruler of Kanto, schools were forced to abandon anything related to Pokemon science (again this means no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon). He formed a group called, Pokenitiative to continue the study of Pokemon, but their operations were quickly shut down. He retreated to this radio tower and continued his study with limited resources. Dr. Fuji asks if you will travel with him to find the surviving members of The Pokenitiative and continue the important study of Pokemon. You rudely tell him that you’ve heard better bedtime stories and quickly exit the radio tower.
Eevee and Evan and your first Pokemon Battle: After you exit the tower, you notice a fox-like Pokemon wandering in the small patch of grass next to the right of the building. It’s an abandoned Eevee, and it’s going to follow you wherever you go. You see no harm in playing with the Eevee for a bit, so you let him follow you to the left side of the building where you spot a young fisherman, Evan, about your age. He’s fishing on a dock so go over to him and he’ll wants to fight your new Eevee with his Magikarp. What’s hilarious about this battle is that since Kanto has not been introduced to the invention of Poke Balls yet, Evan literally has to hurl his Magikarp onto the dock to fight you. Levels are not indicated in this battle just a HP bar. Since Magikarp’s only move is a powerless “splash”, you will be able to make it faint with Eevee’s tackle in 4 turns or less. After defeating Evan, he asks you to hang out with him and follow him to the south of the island. Without hesitance, you do so.
The ugly truth about Kanto: After you and Eevee follow Evan to South Cinnabar, he dives in the water and starts swimming. You stay back. Suddenly you hear a loud roar and Evan goes under. The townspeople gather at the scene in panic. Your mother is on scene too and pulls you to the side. You tell her that you thought only Goldeen and Magikarp swam in those waters. She tells you that that’s what your father was told when he swam into that water three years ago and went under like Evan. You blame it on “The Caller.” She tries to tell you to keep your voice down (but doesn’t deny it) and you inform her about your meeting Dr. Fuji and his proposal. Suddenly, Dr. Fuji makes his way to the scene and disrupts and interrupts your conversation. He explains to you that this was why he wanted you to go. You agree. He explains to your mother the importance of your journey. With your father in mind, she reluctantly agrees to let you go. Dr. Fuji tells her that you’ll keep in touch and leads you and Eevee to the same dock where you met Evan.
The Pokenitiative Boat:
At the dock, Dr. Fuji calls his apprentice, Blaine, who is out on a fishing trip. He tells him “operation Pokenitiative is go” and to head back to Cinnabar Island immediately. While you both wait for Blaine, Dr. Fuji points out that you Eevee has taken a liking to you and gives you his new invention, the Poke Ball, to store your Eevee in. Then he gives you a backpack to store your items in; inside the backpack is a level meter (which automatically measures the level of any Pokemon) and a notebook to store info about new Pokemon and anything Pokemon related within; information about the ten permitted/known Pokemon is already stored. Your Eevee is a level 5.
Once Blaine arrives with the boat, he greets you with enthusiasm and challenges your second battle. As a forewarning, Blaine tells you he discovered a non-permitted Pokemon off the coast of Cinnabar. Blaine has a level 5 Growlithe. Growlithe’s one move is bite, which is extremely powerful. There is a good chance you will lose this battle unless Growlithe misses 2 to 3 attacks in a row. Win or lose, Dr. Fuji will provide you with a potion to heal your Eevee with. Blaine compliments your fighting skills and welcomes you aboard the Pokenitiative Boat. Once the boat sets sail for Pallet Town, your adventure really begins.
Battle Tip: Once you have finished your battle, new information for Growlithe will be stored in your notebook.
My idea for a game is Pokemon the Scientist. In this game, you are Professor Oak and you live in a time where Kanto was ruled by an evil dictator and anything related to Pokemon Science such as discovering, capturing training, cloning and battling Pokemon was illegal. I wrote my ideas for this game in the form of a walkthrough. Writing it this way made it easier to express my ideas. I posted an excerpt from the walkthrough below.
Although the first part is mostly introductory stuff, it captures the essence of what this game is about. The next part of the game is much more hands on with a lot of exciting battles. I appreciate any feedback at all, positive or negative and will attempt to answer any of your questions.
Pokemon: The Scientist
Chapter 1: The world I never knew
Select the “new game” option. A new Professor will not greet you with the traditional introduction into the world of Pokemon. Instead, the screen will fade into a cabin onboard a familiar cruise ship. For a few seconds, the cabin remains vacant, giving you enough time to notice two beds, a book shelf, and an old sea map tacked to the wall. Then, the screen will shake as the ship begins to move. Enter a young Pokemon trainer and his longtime mentor.
S.S. Anne:
In the beginning, there were two. Professor Oak, a world-renowned scientist from the region of Kanto and a young boy from Pallet Town who aspired to be the greatest Pokemon trainer of all time. Years later, the two meet again aboard the S.S. Anne cruise ship. The young boy has grown into a remarkable trainer (with an impressive battle resume) who has captured Pokemon all over the world. He meets with Professor Oak to boast of his accomplishments and to catch up on old times. When he asks Professor Oak if he has become what he aspired to be years ago, Oak explains that the greatest of Pokemon trainers understand how it all began. Oak receives a cell phone call and steps outside of the room. The young man pulls a copy of Professor Oak’s memoirs from the bookshelf and begins to read. The screen fades and Pokemon: The Scientist begins now.
Cinnabar Island: first tour and forty years ago
On the blank screen, a voice appears and begins to discuss the wonderful world of Pokemon and Pokemon training. He explains that Pokemon should be studied to better the understanding of our world.
“Turn off the radio Samuel,” a different voice says. “We have a lot to do today.”
You are young Samuel Oak and you are living on Cinnabar Island with your mother some forty years before the discovery of the first 150 Pokemon. You notice right away that the setup of Cinnabar is more extravagant than in previous games. A great number of buildings occupy Cinnabar, with a large Worship Prism in the middle of the island, and a Radio Tower at the north most point of the island. Since this is only your first of many tours to Cinnabar, your only objectives are to visit the Worship Prism and the abandoned radio tower.
Cinnabar Island Worship Prism:
Where the Cinnabar Island gym existed in previous games, an establishment takes its place that is dedicated to worshipping and reciting the “teachings” of Kanto’s ruler, The Caller. As you make your way inside the establishment, its chapel-like setup and speak to the men and women in blue colored cloaks. They will tell you the caller’s story.
The Caller’s Story: After the “Grand War” (a story you will learn about later), a new leader known as “The Caller” declared Kanto to be the only safe haven in the world. He ruled that only 10 species of Pokemon could live with mankind under strict guidelines including: no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon. Those who dared to defy this ruling would be exiled from the Kanto region. To “The Caller”, Pokemon exist only to serve mankind as pets and means for transportation. Those who disobey this ruling are exiled. Of course, you will discover later in the game that “The Caller” permits it okay for him and his protectors and officers to catch, train, evolve and battle Pokemon.
Kanto’s 10 permitted species of Pokemon: Pidgey, Eevee, Meowith, Ekans, Rattata, Pikachu, Spearow, Sandshrew, Magikarp, and Goldeen.
Radio Tower (meet Dr. Fuji): At the north most point Cinnabar lies the abandoned Radio Tower. If you talked to some of townspeople outside the Worship Prism, you’d know that a young scientist lives in that tower. Since he is considered mentally ill, he has never been reported to “The Caller” and was not exiled. Enter the tower and make your way through the cluttered boxes to Dr. Fuji’s desk. After accusing you of being one of “The Caller’s” officers, he realizes that you are just a boy, apologizes, and wastes no time getting into his story.
Dr. Fuji’s story: Fifteen years ago, when Dr. Fuji was a boy your age, he grew up on Cinnabar Island and took classes there, Pokemon science being his favorite subject. But when the “Grand War” ended and “The Caller” became ruler of Kanto, schools were forced to abandon anything related to Pokemon science (again this means no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon). He formed a group called, Pokenitiative to continue the study of Pokemon, but their operations were quickly shut down. He retreated to this radio tower and continued his study with limited resources. Dr. Fuji asks if you will travel with him to find the surviving members of The Pokenitiative and continue the important study of Pokemon. You rudely tell him that you’ve heard better bedtime stories and quickly exit the radio tower.
Eevee and Evan and your first Pokemon Battle: After you exit the tower, you notice a fox-like Pokemon wandering in the small patch of grass next to the right of the building. It’s an abandoned Eevee, and it’s going to follow you wherever you go. You see no harm in playing with the Eevee for a bit, so you let him follow you to the left side of the building where you spot a young fisherman, Evan, about your age. He’s fishing on a dock so go over to him and he’ll wants to fight your new Eevee with his Magikarp. What’s hilarious about this battle is that since Kanto has not been introduced to the invention of Poke Balls yet, Evan literally has to hurl his Magikarp onto the dock to fight you. Levels are not indicated in this battle just a HP bar. Since Magikarp’s only move is a powerless “splash”, you will be able to make it faint with Eevee’s tackle in 4 turns or less. After defeating Evan, he asks you to hang out with him and follow him to the south of the island. Without hesitance, you do so.
The ugly truth about Kanto: After you and Eevee follow Evan to South Cinnabar, he dives in the water and starts swimming. You stay back. Suddenly you hear a loud roar and Evan goes under. The townspeople gather at the scene in panic. Your mother is on scene too and pulls you to the side. You tell her that you thought only Goldeen and Magikarp swam in those waters. She tells you that that’s what your father was told when he swam into that water three years ago and went under like Evan. You blame it on “The Caller.” She tries to tell you to keep your voice down (but doesn’t deny it) and you inform her about your meeting Dr. Fuji and his proposal. Suddenly, Dr. Fuji makes his way to the scene and disrupts and interrupts your conversation. He explains to you that this was why he wanted you to go. You agree. He explains to your mother the importance of your journey. With your father in mind, she reluctantly agrees to let you go. Dr. Fuji tells her that you’ll keep in touch and leads you and Eevee to the same dock where you met Evan.
The Pokenitiative Boat:
At the dock, Dr. Fuji calls his apprentice, Blaine, who is out on a fishing trip. He tells him “operation Pokenitiative is go” and to head back to Cinnabar Island immediately. While you both wait for Blaine, Dr. Fuji points out that you Eevee has taken a liking to you and gives you his new invention, the Poke Ball, to store your Eevee in. Then he gives you a backpack to store your items in; inside the backpack is a level meter (which automatically measures the level of any Pokemon) and a notebook to store info about new Pokemon and anything Pokemon related within; information about the ten permitted/known Pokemon is already stored. Your Eevee is a level 5.
Once Blaine arrives with the boat, he greets you with enthusiasm and challenges your second battle. As a forewarning, Blaine tells you he discovered a non-permitted Pokemon off the coast of Cinnabar. Blaine has a level 5 Growlithe. Growlithe’s one move is bite, which is extremely powerful. There is a good chance you will lose this battle unless Growlithe misses 2 to 3 attacks in a row. Win or lose, Dr. Fuji will provide you with a potion to heal your Eevee with. Blaine compliments your fighting skills and welcomes you aboard the Pokenitiative Boat. Once the boat sets sail for Pallet Town, your adventure really begins.
Battle Tip: Once you have finished your battle, new information for Growlithe will be stored in your notebook.